***Amnesia*** Cannot remember anything that happens during the possession
***Confusion*** Any action done by possessed host is first resisted by Willpower (or Rune Affinity if you are using that) of the spirit. If spirit wins the target does the most incorrect thing possible Mythras RAW pg 144
***Deceit*** Makes the possessed lie,cheat and steal. Can try to cover it up with other skills for example Deceit or Conceal
***Fear*** The possessed host suffers foreboding and timidity, as if they were under the effect of the Demoralise spell (RAW page 125). The subject of the fear must be related to the cult or tradition, thus a sea based spirit could inflict a fear of drowning, and so on.
***Greed*** Gluttonous helpless coveting for 1d3 hours of an object / aspect/stimulus determined by Rune of the spirit or by GM
***Grief*** Possession incapacitates the victim with a wave of grief for the spirit's POW in minutes. Thereafter he is depressed at all times while can act normal. A successful attack overcomes him with inconsolable grief for 1d4 hours, critical will make him passively suicidal -> victim do not actively seek dangerous situations, but will only half-heartedly protect themselves if one occurs. When-ver asked to parry, evade or make an opposed test, to resist hostile magic for instance, the victim must reverse the number rolled on the dice if it would generate a worse result.
***Hate*** Exaggerates the existing negative feelings to a subject. Whenever stressed or unobserved will cause them to step by step increasing acts of hate towards the subject These spirits exaggerate the possessed host’s natural inclinations towards a particular individual, race, cult or culture, making them irritable and surly. Whenever the opportunity presents itself, usually when unobserved, the victim will succumb to over- whelming hatred; leading them to quarrel with, brutalise, torture, or rarely to even murder the object of their hate.
***Idiocy** Possession reduces the victim's intelligence by 1/2 Spirit POW. All knowledge skills are reduced by 5% per INT lost. If INT drops below 6 the victim is stupefied at all times
***Love*** The newly possessed host falls in love with the first compatible partner he or she sees. Once a love object is found, the host is utterly infatuated, gaining a Love (Individual) Passion equal to the Willpower value of the spirit. This is thereafter used as an oppos- ing motivation whenever the host is called to leave their beloved, or work against his or her interests.
***Madness*** Akin to having a demon whispering into your ear, madness spirits force the host – at times of stress – into acts of irrational or gibbering behaviour. Depending on the spirit’s inclination, this is done by changing the perceptions of the victim, sadistically torturing them, or instilling a degree of increasing paranoia. Madness attacks last 1d3x10 minutes, occurring whenever a skill check is made by the host, and the spirit overcomes that roll in an opposed test using its Willpower.
***Violence*** Removes all ethical and moral restraints towards using combat to solve problems. Any hint of dissent or outright threat will trigger a violent outburst. Worse still, the host glories in violence so much that they will joyously brutalise all living things within reach, be they friend, foe or even innocents. Violent outbursts can be resisted if the host can overcome the spirit in an opposed test of Willpower, but once triggered, the violence only stops when the host is incapacitated by exhaustion or a lack of responding victims. Note that violence does not necessarily equate to death – most hosts utilising their natural weapons over drawing a weapon, unless directly threatened by one first.